Development Notes #3 | First Layer, Two Weeks Later


Hello, this is Garrett Thompson, sole member of Act-Novel. 

At this time of writing, it has been two weeks since Version 1 of Reality Layer Zero was uploaded to itch.io. I think now is a good time to go over how the game's been doing in that period, and how the development of the second layer is progressing in the meantime.

- Lead-up to Release -

Oh no!

The night before February 28th (the day I declared would be the release day for the first layer in the previous Development Notes entry), I uncovered a number of late-breaking issues with the then-release-candidate build. Specifically, I found four critical issues in three separate corners of the code. Two of the four were related to the deck editor (pictured above), one was related to the "continue" option on the main menu (you couldn't select "continue" if you only had an autosave file saved-- clearly a bug!), and one was related to the end-of-layer savegame prompt (which would save your game... and then promptly crash it if you had more "cleared" save files than "in-progress" save files on your hard drive). 

I was up pretty late fixing all of those the night they turned up. As I'll mention later, this wasn't quiiiite the extent of the "critical errors" in version 1... But it was pretty close, I think.

- Release Day -

It's been a while since I last uploaded a project to itch (hey, what could this be?), but fortunately the actual deployment process isn't too complicated. I basically just zipped the game files, pointed Butler at 'em, and that was that. In retrospect, I may have zipped too many files-- most of the game's music is actually in the deployed zip archive twice-- once in the packed "data" file (which the game actually uses) and once in an external "Audio/music" folder (which... I'm pretty sure doesn't even get looked at by the game code, but which you can use to listen to outside of the game... y'know, if you want to...) Since this makes the zip file bigger than it needs to be, it may be necessary to remove the external audio in later updates-- both to avoid scaring people off with a large initial download and to potentially get around having to ask itch directly for more upload space (not that I think they wouldn't grant me that, just out of courtesy). 

The actual day of release was a mostly-quiet affair. Most of the traffic the game page saw was from the post I made on the itch community forums, and from links I sent to various friends and acquaintances who did not participate in the Steam beta. For day 1,  I was fine with this, since I mostly just wanted to sleep and not think about Reality Layer Zero too much. In the coming days, though...

- In the coming days, though... -

Ded. (Suspiciously-cropped graph?)

For the first five days following release, Reality Layer Zero garnered 87 page views and 10 downloads. 2 of those downloads were both me, downloading the game on different machines to make sure the files were uploaded successfully, and at least two others were from people who I know directly, so really it was more like 6 downloads. Now, while that's not zero, it was less than half of the number of people who participated in the Steam beta test. Aside from being a bit disappointed at having made something ostensibly unpopular, I was also skeptical that the practical purpose of the itch release-- which was to hopefully catch errors before releasing the first layer into the wild as a Steam demo-- would be successfully fulfilled. 

So basically I stared posting to Reddit. This is sort of bad etiquette on my part, since I'm not very active on Reddit and a lot of my post history is, well, posting about my other projects-- but I followed the rules otherwise and generally posted high-effort content (either custom video edits or, in the case of r/games, an appropriately-formatted and tagged self-post), and in short, nobody seemed to mind too much. 

This started to drive some traffic toward the Reality Layer Zero itch page. Not a lot, just some. The click-through-rate was *very* low from Reddit to Itch, but pageviews and downloads both were undeniably better than on previous days. On both March 6th and March 8th, Reality Layer Zero was downloaded nine times, and for all other days in the period between the 5th and the 11th, between one and three times. In a less confusing way of putting that, 12 days after launch, the game had garnered 45 downloads and 446 pageviews. At this point, I considered things were doing alright.

- Patching, Continued Development -

Technically, this isn't a gameplay spoiler since this guy actually got moved since this screenshot was taken! 

During this period of sustained promotion, a player was kind enough to bring a crash in the deck editor to my attention. This was the other critical error I alluded to earlier in this post. I'm pretty sure Paulby knew about me from the Applewood days, so I'm not sure if I can chalk this event up as a direct consequence of the promotion or not, but it was nevertheless precisely the thing I wanted to see-- well, perhaps not "wanted", per-se, but, uh... It's the second-best possible outcome! (the first being, of course, the mythical bug-free program) This, as well as several other errors and quality-of-life issues, were addressed in Reality Layer Zero's first patch.

Also during this period, I found some time to start working on the art for the second layer. It took about five days, but I completed illustrations for all of the newly-obtainable argument cards currently planned for that layer. For card illustrations, the actual "illustration" part doesn't take *thaaaat* much time (due to the small canvas size), but figuring out an aesthetically-pleasing and thematically-appropriate composition can be quite time-consuming (and exhausting to boot). I'm looking forward to sharing these illustrations with players-- potentially you!-- when the second layer releases.  

I have also-- as of Sunday, anyway-- started back into character design and character art production. I would have liked to get started on this earlier in the month, but the demands of patching and post-release promotion caused me a bit of a delay. I'd estimate I'm about a week behind schedule versus where I'd be if I had not released anything. That... is honestly not a big deal.

--

So, all-told, what are we looking at? 50-ish downloads, one patch, and development progressing reasonably-smoothly on the second layer? In other words, not an amazing release, but a decently-productive one. A real workmanlike release. That was going to be my conclusion for this Development Notes entry... until Monday, that is!

- Rocket Fuel?? -

The full, uncropped graph. Gamecube startup jingle.

Starting on Monday of this week (March 13th, precisely yesterday) I noticed a change in views and downloads-- specifically an upward trajectory, seemingly out of nowhere. For a moment, I considered the possibility that Itch had frontpaged the game, but that wasn't what happened (not that I'd complain if it did).  

The best I can tell, the promotion I did on Reddit over the week leading up to Monday had an accumulatory effect on Reality Layer Zero's popularity ranking on Itch, and on Monday it finally boiled over to the point where people simply browsing popular games (both in genre tags like Card Game and in the general "popular games" section) would reasonably, and in tangible quantities, stumble upon the game and chance a click. Or at least that's the story that the analytics seem to tell. 

Another Reddit post (not made by me this time) was made during this period, but as far as I can tell had less of an impact than just the ambient traffic from the browse feature.

For a brief time-- possibly even now-- Reality Layer Zero actually surpassed games you've definitely heard of, like Deltarune and OneShot, in sitewide popularity. That's kind of nutty! It... probably won't stay that way for long! My prediction is that the game simply doesn't have a large-enough, dedicated-enough audience to sustain that level of interest for an extended period. I'd love to be wrong, of course, but for now I'm considering this just a temporary win.

Today has likewise been a pretty good day for traffic, although not as strong as Monday. Interest will... probably gradually return to baseline noise as the week continues. Hey, at least it was cool to watch this all happen in real time. 

- Future Work -

Aaaagh, DirectX!!

Thanks to the efforts of my irreplaceable friends doing some testing that I'd be unable to do on my own, it seems that a VRAM bottleneck has been discovered in the current build. This might not be true for all GPU's with similar specs, but it seems that 2GB VRAM DDR3's on systems running Windows 10 will struggle to run the game-- and crash in exterior scenes-- with odds being good that it's due to lack of available memory.  As it stands, it might be the case that at least a 3GB VRAM card is needed to run the current build-- or else one of those fancy "flexible memory" cards (e.g. the Intel Iris Xe) that I honestly don't know that much about. I'm going to try to optimize down to the 2GB DDR3 target-- my gut feeling is that a card with 2GB of VRAM ought to be able to run my simple 3D pixel game, so I probably just messed up somewhere. If you're currently rocking a 2GB card, sit tight! Hope hasn't died out for you! If you're working with even less... Well, dang.

- Conclusion -

It's been an eventful two weeks. Getting some attention after all of this time working in relative obscurity was a nice little reward for tolerating the many release-window annoyances that cropped up during this period. Although I'd still say "real" development has slowed down a little bit, it hasn't been by too much. While it's still too early to say whether the new players "like" the game or not, I have seen some good early signs...


I don't even know this guy! Probably!

Anyway, it's back to working on the second layer for me. In the meantime, why not try out the first layer for yourself if you haven't yet? You can also listen to the game's soundtrack on YouTube, if that's what you're about.

Thank you very much for reading!

Get Reality Layer Zero

Comments

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(+1)

It's great to hear that the release has gotten better over time! Considering how much work was put into this project, and how polished it is,  that is well deserved. 

It's also great to hear progress on the illustrations for Act 2 are underway. You did a great job giving them character in the first Act. I'm not sure how you can top the DEAD CAT Defense. XD