Jack McCarron Jack McCarron

Caravan Newsletter Experiment #16

Hey everybody!

16 weeks down and that’s a wrap on the experiment! I’m feeling… accomplished. These three months have been greatly enjoyable for me. Starting next week I’ve decided to split time finishing up some demo features while beginning a new job search. Caravan development will continue but not in a full-time capacity. I’m so grateful to everyone out there who has followed along.

Retrospective

The original plan for the experiment is still here in its entirety: https://caravanexperiment.com/plan. To recap: I like working on my game so I decided to invest some time to try to make it my job instead of a side project.

My development objectives were to

  • finish a playable demo of Caravan

  • host live demos and collect feedback

  • write a weekly newsletter

The main questions I wanted to answer were

  • Can I maintain a full-time one-man development schedule?

  • Can the game make money to fuel such a development schedule? Or (as was always more likely to be the case) could a demo of the game be in a state which warrants additional investment (that state measured as objectively as possible)?

How Did I Do?

I’m surprised and pleased with my day-to-day performance. I did not stumble at any point in sticking to a full work week nor do I feel burnt out by it now. That was never a guarantee for me! I’m fairly happy with my scoping and prioritization. I completed more features than were in the original list, but I definitely underestimated the time it would take to produce content (the more… creative elements of game making I found tough to do under time pressure) and ended up cutting corners there to get the demo out in time. All in all I just love the process. I feel confident I could do it forever.

What’s the State of the Demo?

https://jackmccarron.itch.io/caravan-demo

I would say that the demo is not fun. That isn’t to say that it’s bad — in fact I’m more excited about it than ever — but the feature list I completed simply wasn’t enough to get it where it needs to be to attract an honest playership. Unfortunately I don’t have the wide and unbiased quantitative data that I’d hoped to back up this opinion; coronavirus threw a wrench into my plans to shanghai game development Meetup attendees into playing it and I way underestimated the difficulty of convincing random people on the internet to give it a go. However, I did spend a great deal of time watching and taking notes while some very insightful friends tested it. There were brief moments where I saw a promising gleam in their eyes, but unfortunately it has not yet passed the only test that really matters: will somebody play it if I’m not watching! So at this time I can’t justify putting further full-time investment into it. I am a bit too nervous about money and very nervous about ending up in some career no-man’s land. I will continue working on it in my spare time and I’m thrilled that I now have something people can download and play!

(Oh and unfortunately there is game-breaking issue with the Mac version of the demo so I’ve had to take it down for now. The issue is to do with old shaders which cannot be recompiled for Mac variants because they were made with a tool that is no longer supported in my working version of Unity — I could do some version juggling to fix it, but since I want to do some VFX work anyway I’m going to rewrite them using Unity’s new hotness — hopefully soon.)

Lessons Learned

Two of my more meta goals for this experiment were to challenge myself with feedback and accountability.

Feedback

Getting criticism didn’t turn out to be nearly as scary as I thought it would be. I found that when the feedback was a conversation (as was the case when I audited play sessions) the criticism never felt personal or demotivating. Perhaps that was because I could empathize with the frustration in the moment — there was simply not enough distance between me and the player to get defensive. The rewards for soliciting feedback were great; it was essential for multiple prioritization decisions in the final month. When something was seriously screwing up the experience it lit a fire under me to fix it rather than despair. I’m very fond of this conversational model I’ve landed on, and I suspect that wide, shotgun-style, feedback could both be misinterpreted easily and suffer from diminishing returns. I suspect I will always prefer 3 long play sessions with notes over 300 likert scale data points.

Accountability

I thought of accountability as pop psychology’s dark side of the force; self-actualization being the Jedi’s path. I was wary of it for two reasons. The first is that it seems like a hack or a trick; it doesn’t feel right to succeed by psychological subterfuge. The second is that it relies on fear as a motivator, which seems like its continued practice could take you to a shitty place even if it does get results. But if you’re reading this then you know that I gave it a try anyways. And if you’re not reading this then you’ve still helped because for the duration of this experiment I’ve labored under the delusion that you were, and even more farcically, that you would actually judge me in some way by the end result! And it worked. I got the thing done when I said I was going to, and on those days when I got up on the wrong side of the bed it was the accountability that got me through — working to save face even when I felt I had failed my ideals. That sentiment definitely came with moments of embarrassment, but I think that was ultimately a beneficial by-product — facing that fear of judgement seems to have deflated the importance of it all just let me relax and live my life. So if you are like me and struggle with motivation stemming from a fear of failure, I would say doing something like this is worth a shot. Plus everyone was really nice.

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Jack McCarron Jack McCarron

Caravan Experiment Newsletter #15

Hey everybody!

15 weeks down and 1 more to go. I’m feeling… peaceful.

Playable Demo!

The day has finally come! Perhaps too soon, but that’s how it goes. Thank you to everyone out there reading this and with no further ado here’s the first playable demo with a final boss and everything:

https://jackmccarron.itch.io/caravan-demo

Go to the link above to download it for Windows and Mac.

Feedback Form

Let me know what you think after playing by sharing your feedback here!

https://forms.gle/5NmvEdo5ULj9qyPX7

What’s Next?

With my final week of the experiment I plan to collect and review feedback on the demo (perhaps fix a few bugs here and there) and summarize my thoughts. Look forward to next week’s final newsletter installment for a comprehensive retrospective.

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Jack McCarron Jack McCarron

Caravan Experiment Newsletter #14

Hey everybody!

14 weeks down and only 2 more left. I’m feeling… hopeful. I got a ton of content created this week and its looking okay. I am behind schedule for what I hoped, but all in all I think the demo next week will be a fine “vertical slice”. I had hoped to release more updates leading up to next week, but it is what it is. Nothing else to report!

Thanks for reading, and please continue to reply with comments and suggestions or just give me a call. I’d love to hear from all of you.

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Jack McCarron Jack McCarron

Caravan Experiment Newsletter #13

Hey everybody!

13 weeks down and 3 more to go. I’m feeling… consterned. There’s been much consternation this week.

Thanks for reading, and please continue to reply with comments and suggestions or just give me a call. I’d love to hear from all of you.

Design Notes: Snag

I spent my week working on my Monday task. I suppose I have to count myself lucky for getting this far without any major roadblocks or miscalculations, but this week was a doozy. Ultimately I uncovered a few bugs with a Unity-sanctioned code library that handles certain text functionality. When using a new library its not uncommon to find yourself on the edge of madness due to unexpected behavior (depending probably a lot on whether you’re the type to read the manual first; I, personally, got shit to do) but vastly more often than not the issues turn out to be user error (i.e. you didn’t read the manual) after all teeth have been gnashed. Once in a blue moon however, as was the case this week, you find a real bug and are honor-bound to report it. Sadly I was informed today by the author that the bug had already been fixed in an as-yet-unreleased preview branch. Oh well… I guess I learned some crap about fonts?

On a positive note I did spend a few minutes implementing the “Space Mutiny” random name generator, which means your team is now going to sound 100% more like the IMDB page for The Expendables 4:

names.PNG
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Jack McCarron Jack McCarron

Caravan Experiment Newsletter #12

Hey everybody!

12 weeks down and 4 more to go. I’m feeling… dauntless.

Thanks for reading, and please continue to reply with comments and suggestions or just give me a call. I’d love to hear from all of you.

Release: First Playable for Testers

Well! The first playable demo is officially out and you can download it and try the latest version by joining the Discord: https://discord.gg/CRPscxH.

That being said, I don’t recommend playing it yet unless you want to help me bug test or do a bit of back-seat designing in the coming month. This version has essentially no content and will not be enjoyable — but it’s there for those of you with an academic curiosity and will be receiving regular updates from here on. The scaffolding of the game is in place, but it will take another month to add the content that I need for a presentable demo.

Feedback is a precious resource so if you play it too early I will hunt you down in a month and make you play it again anyways. May 15th is the target date for releasing the polished version of the demo along with a feedback form. That final version will be downloadable directly via an email link. So for most of you, all you need to do until then is stay subscribed to this email.

Design Notes: Nothing!

Now that I’ve gotten the playable artifact into the hands of some close friends I’m seeing lots of things that need addressing. Too many things for the time I have. For this last month I need to spend my time very wisely; these newsletters will likely be quick and dirty unless I find some major inspiration. Nose is to the grindstone on content, polish, and those last few features I can’t resist.

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