When we decided to jump headfirst into VR development in 2013, we knew that it would be a learning experience. What we didn’t necessarily expect was for VR to break a lot of well-established game development rules. We needed to unlearn what we had learned, to paraphrase Yoda. Now, as The Assembly fast approaches its final beta phase, we thought it’d be a good opportunity to share some of our unlearnings with you.
Measure twice, cut once (…but cutting is more fun than measuring)
The challenge we set ourselves with The Assembly is different to taking a game design and developing it for a next-gen platform, or even taking a regular game and adding motion controls (e.g. for the Wii). Using a flat-screen to display a game is familiar to us devs - VR, on the other hand, completely surrounds the player. This requires its own, unique way of making things, as we explained in our EGX developer session.
On top of that, we knew that when it came to the hardware, essentially we’d be developing for a moving target. Prior to their public release, the capabilities and requirements of new platforms exist in a seemingly perpetual state of flux. This however, is a known unknown, as several key staff here at nDreams have experience developing for pre-release hardware platforms and launch titles for new consoles.
With this in mind, we applied some tried-and-tested tactics for videogame development. First of all, you always need to plan for not knowing. As with any creative project, the problem is not being aware of exactly what you don’t know when you start. On paper – or a design doc, in our case - a project can look relatively straightforward. It’s not until you start developing that specific issues become apparent. Until then, you can’t anticipate what they might be.
Our solution is twofold. Firstly, iteration and shrewd editing – these are the strongest weapons against a continually evolving environment. Design, implement and test. By iterating early and often, we can tell whether a feature holds up, if it needs more work, or if it ought to be cut. This can be a time-consuming process, which is why our second solution is to bake in enough time to our production schedule from the get-go to account for these unforeseeable eventualities.
HOW TO MITIGATE UNFORESEEN EVENTUALITIES, by nDreams (age 9 ¾)
So there you have it – our philosophy as a studio on how to plan for the unknown when making a new game.
In the coming weeks and months, we’ll be going into much greater detail about The Assembly. You can look forward to us shining a light on the game’s look and feel to its mechanics, characters and moral dilemmas.
In the meantime, feel free to pepper us with questions about the game via The Assembly's Facebook page, tweet us using the hashtag #TheAssemblyVR, or pipe up on our dedicated subreddit.
You can also find nDreams on Facebook, see our games in action on our YouTube channel, or check out our board on Pinterest for screenshots of all our titles.